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[CP] System Changes/Movelist Translations and Loketest Information; Anything Else = INFRACTION

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I'm not sure what it's formally called, but there should probably be mention of Platinum's new item, the present.

Oh yeah, forgot that one. The presents act likes mines and activates when opponent is on them, an attack springs out of it. It seems to activate even if opponent is teching, missing them. I think it quite good damage.

I was looking at the Japanese BBS, and found some new stuff:

Relius

  • 22A/B/C, the projectile is in fact low, but has slow start-up.
  • 6B>6C gatling removed

Also I forgot to mention yesterday that Ragna's Dead Spike now spawns from the sword and moves forward, instead of appearing from the ground. It looks ridicolous and it seems to miss opponent in corner combos, but its range is longer.

Edit: Also It's not over yet doesn't give stagger anymore! It throws opponent far away. I think it still is possible to rapid to dash 5C. It corner bounces, so I guess it i still useful in corner.

Edited by Isuna

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A friend of mine pointed out this great Bullet write-up, so I couldn't walk away without translating it:

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344171071/142

5A, 2A – the usual jabs

6A – an overhead, similar to Bang’s 5C

2B – the usual low-hitting kick

5B – a kick, similar to P4U Naoto’s 5B

6B – a kick upwards

5C – a fiery strike forward, may be FC

2C – a long-reaching kick, probably hits low

6C – an ankle strike

3C – a kick after a short delay, hits low

jA – the usual punch

jB – a kick, similar to Hazama’s jB

jC – a strike with both legs, floor-bounces on counter-hit

Drive: Lock-On

Generates a ring around Bullet.

The ring follows the enemy and hits them when they get into it.

If it hits the enemy, Bullet enters the Heat-Up state. It makes the ring bigger and changes some of the moves’ properties.

There seems to be 2 or 3 levels of Heat-Up.

5D – hits mid, but the start-up is very fast

2D – hits low

6D – an overhead

jD – a dive kick, Bullet falls to the ground along with the enemy

Wadcut Engage

A follow-up for the D attacks, blows the enemy away with fire. If it hits, it raises the Heat-Up level. Wall-bounces on counter-hit.

236A – Flint Shooter

Spinning fireball shot. It charges for a moment, and then explodes.

623B – Cutting Shear

A command grab. Seems to have some start-up invul.

41236B - Miquelet Capture

A running grab. Covers about half a screen.

(j)623C – Snap Hans Fist

Bullet makes a low jump and grabs the enemy in midair.

214D – Afterburner

Bullet wraps herself in flames and gains the Heat-Up state.

2363214C – Rage Aggressor

May lack invul frames, since it got interrupted with a jab. Probably can’t follow it up with a combo?

Her regular throws can’t be combo’ed from, but you can follow it up with 5B in the Heat-Up state.

Alas, no info on the seven-spin super yet.

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Arakune

5d > 3c gatling added.

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Arakune.

2c multihits now

A bug is summoned behind the opponent now (need better translation/could be wrong)

5D has repeat move proration, now dash cancellable (?)

f.g knocks down (?)

j.a can pick up from j.d (???)

3c has an altered hitbox

Feel free to offer a better translation.

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1323941831/l50

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Arakune.

A bug is summoned behind the opponent now (need better translation/could be wrong)

I can confirm that one bug appeared from behind and bouncing on the floor before hitting opponent.

By the way, I think 6D lost it hitbox again, at least 2C doesn't chain into 6D.

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Another write-up, this time for Amane:

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344171182/120

5A – a punch that hits a bit higher than the others

6A – an anti-air move

2A – a run-of-the-mill sitting punch

5B – a long-reach move that is good for hitting midair opponents. Builds some nice meter.

6B – an overhead. If the enemy guards it, Amane may fly over them by accident.

2B – a low-hitting attack with good reach.

The C moves are similar to Axl’s chain attacks. The angle changes depending on the directional button pressed, similar to Hazama’s Drive.

Can’t remember any other jumping attacks other than that jC is similar to Hazama’s Drive.

Drive: Spiral

There are 3 levels of the Drill gauge. It increases when you use D moves and decreases over time. The gauge improves the damage of the drill and makes it last longer. At level 3, the drill deals many hits and lasts for about 300 frames (5 seconds).

If you charge the Drill for too long, you can’t use it for a while. His 2D and jD are good anti-airs, but you shouldn’t spam them if you want to use the drill.

5D – attacks forward with a cloth drill on an arm.

2D – thrusts with the drill upward. Probably an anti-air.

6D – a long-lasting attack is performed at a small distance.

jD – a cloth drill on a leg strikes downwards. It seems like you can change the angle of this attack, too.

236D - Ninpusen "Hariken"

By itself, this move simply charges the Drill gauge. If you press A, B or C, Amane summons a drill. The A version summons it right before Amane, the B version summons it a bit farther, and the C version summons it even farther. Pressing D cancels the stance.

623C - Juukendageki "Gekiren"

Summons a cloth punch from underground. The exact distance is not specified.

236C - Chuujuurengeki "Raibu"

A charging attack.

214A/B / 236A/B - Chuujinkaihi "Zettou"

A teleport move. Since it can leave Amane hanging in midair, it’s easy to misuse it.

632146C - Kyouryuutokkou "Seijuurensoukyaku"

A charging DD. Lacks invul frames.

632146D - Kaizokusenkou "Goukairasenrenpa"

This is the trailer DD: Amane summons many drills that follow the enemy. The strength depends on the Drill gauge. Doesn’t have any invul frames, either.

EDIT: Another batch of Amane info:

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344171182/131

Drill gauge builds up even if you whiff D moves. Probably even with the D super, though they're not sure about that.

6A is the only jump cancel he has.

j2B - Amane loses momentum and falls down with a three-hit drill strike.

j4C - Amane strikes with the scarf diagonally downwards. Not sure whether it can be JC'd.

5C, 2C - two hits with the scarf at a five-character length. Pulls the target in for about one character and staggers for a bit. It doesn't last long enough to run up to them and follow with a combo; maybe with the C super?

6D - The drill is dropped from above about three characters away. NOT an overhead.

236A/B jumps in front of the opponent, while 214A/B jumps behind them. Obviously used for cross-ups, though you can only follow it up with aerial moves. Doing j2B is the most popular option.

Since 5A-5B-5C doesn't chain together, the usual combo for him as of now is 5A-5B-2B-3C/5A-5B/2B-236C. (5A-5B-2B-236C pushes them too far away, so 236C doesn't connect.)

Level 1 Drill into 5A-5B-C super deals about 1500 damage, while Level 3 Drill into the same combo deals about 2500 damage.

And while we're at it, let's translate some Azu-nyan info, since he's the only one without any:

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344171130/58

5D applies the red upper mark, which corresponds with the Valiant Charger move.

If you hit it with Valiant Charger, they are carried far away with the wall-bound state.

2D applied the yellow lower mark, which corresponds with the Hornet Chaser move.

If you hit it with Hornet Chaser, the opponent is blown away, open for a combo. Similar to P4U's All-Out Attack.

236D and 214D seem to apply the marks even through guard.

The rest is a bit too disjointed, so I'll leave it until a bigger post appears.

Edited by SoWL

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x post from plat boards:

システム関連

 オーバードライブのキャンセル関係(コマンド技からキャンセルできるか、DDからキャンセルできるか、空 中通常技からキャンセルできるか)

 クラッシュトリガーのキャンセル関係(コマンド技からキャンセルできるか、空中通常技からキャンセルでき るか、ラピッドキャンセルできるか)

 クラッシュトリガーヒット時の相手の挙動(地上ヒットと空中ヒット)

通常技関連

 中下段の確認(下段:2A,2B,3C 中段:6B,JB,JC,J2C)

 ジャンプキャンセルの確認

 ガトリングルートの確認

 空ガ不能の確認(6A,5B,5C,2C)

 6Aの受身不能時間

 6Bの受身不能時間(持続当て微ダ5A繋がるか)

 6Cの足無敵?(2Aすかすやつ)の発生

 投げ>AHのキャンセルはあるか

ドライブ関連

 アイテム個数の確認

 中段の確認(中段:フライパンJD,にゃんこJD)

 フライパンJDの硬直(すぐさまJDが出せるか)

 フライパン5D空中ヒット時のダウン(緊急受身可能だが補正きつくてもきちんと接地するか)

 にゃんこカウンター時の跳ね上がりと受身不能時間(コンボにいけるか)

 バットの無敵

 バットカウンター時に変化はないか(今までどおりコンボ繋がるか)

 ミサイルの発生(5A>5C>5Dが繋がるか)

 ハリセンモモの軌道

 プレゼント(強化含む)はダウン属性付加か(メロディが出せるか)

コマンド技関連

 地上エアペルシャの弾無敵

 ドラマティックサミーrc時のアイテムの回復及び装備

 泡ヒット時はバースト不可能か

 スワロームーンの発動回数(スワロー>着地前にジャンプ>スワローができるか)

DD関連

 OD時のキュアドットタイフーンの性能確認(赤暗転確認済み、最終段の受身不能時間や吹き飛び方、ダメー ジやアイテム回復や装備について確認)

 ミラクルジャンヌの無敵発生(既存は暗転中無敵)

 ミラクルジャンヌの硬直(3C>ジャンヌ>5Aが繋がるか)

AH関連

 条件やコマンドに変化はないか

from jbbs. notable things: dramatic sammy rcable? pan instant overheads gone? or slower? /swallow moon able to be done multiple times in the air?/ miracle jeanne full invul?? pls to be confirming, i'm too tired and lazy to actually look harder than i did w

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From what I can make out of that list is that is a "To Do List" for Platinum players.

It is what they want to confirm.

Hakumen

  • JC corner sticks
  • 4C has minimum range
  • 5D is indeed blockable T_T
  • Mugen drains constantly at the "use more than 9 magatama 3x"-speed, probably to cancel out overdrive


    Azrael
    • Dash and backdash are teleports, that can pass through opponent
    • Stance with red aura blocks projectiles
    • Has a fast full screen projectile


      Tager
      • Magnetized opponent: 3C > Collider (miss) > 6B > 6C is possible, but timing is strict.


        Ragna
        • Foward Throw > Dead Spikes works close to corner, but not in corner
        • Devour by Darkness double damage during Overdrive confirmed
        • ID>236C>236C corner sticks, can only be followed up by 2A


          Carl

          • Anima: doesn't bounce
          • double swing doesn't blow opponent away, it makes them fly high and land behind Nirvana
          • Cog Wheel Super: has much more knockback on block, blows opponent away so double isn't possible (might be possible in corner)

          Relius

          [*] (?) New normal that works like Valkenhayn's 6B (?)

          Platinum

          [*] Miracle Jeanne (Bomb) > Overdrive gives some serious chip damage.

          Bang

          [*] Overdrive is Fuu-Rin-Ka-Zan, so it needs no seals

          [*] Each Drive gives one of the seals, i.e. 5D gives "Fuu", meaning you will have to hit will all four, I have no idea what they do at this point

          [*] (J)623B doesn't wall bounce

          edit: forget what I said about mugen

          edit: I forgot one important thing!

          Cancel Over Drive

          It seems like you can cancel stuff by going into Overdrive!

          (as seen in the Bullet mirror I'll try to upload as soon as possible)

          Also if you win during Overdrive it will be an Overdrive Finish!

Edited by Isuna

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Relius

(?) New normal that works like Valkenhayn's 6B (?)

I believe this is not a new normal but one of his new moves (Gad Leis) because in a video he's performing it and it has the same sort of effect as Valk's 6B.

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And here is the long Azrael post everyone's been waiting for. I'll translate it tomorrow, but if someone decides to do it sooner, go ahead.

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344171130/91

Eh sure, why not. I'm not the best with deciphering names so please forgive me if something sounds stupid.

・5D - Swings his arm down for an overhead, applies upper weakness.

・2D - Applies lower weakness.

・6D - Overhead, applies side weakness?

・JD - Applies upper weakness

・J2D - Causes knockdown, wide crossover range, applies lower weakness.

Specials -

○ Gustaf Buster (236A)

Does a punch after a short dash.

○ Tiger Magnum (236C)

 → Cobra Spike (46C during 236C)

 → Leopard Launcher (6C during 46C)

3 stage rekka.

Can chain on whiff, and is pretty much a guaranteed punish if the 3rd hit is blocked.

Magnum has repeat proration.

○ Growler Field (214B)(Chargeable) → Phallanx Cannon (After a successful 214B, 236B)

Anti-projectile guardpoint. Has a hitbox and does damage if next to opponent.

Phallanx can be activated when a projectile has been succesfully guarded, and fires forward projectiles.

○ Sentinel Dump (623C or 22C on downed opponent)

Kanji's Buster attack.

On a not-downed opponent, it launches them in place and hits them as they land.

Special cancelable (on hit?)

○ Variant Crash (236D)(Chargeable) → Variant Charger (When weakness applied, 6 during 236D)

Super armored. Applies upper weakness.

Unblockable if weakness has been applied. Carries more than half-screen like Banishing. 6 for followup. Can also do jump attacks mid-followup.

○ Hornet Bunker (214D)(Chargeable) → Hornet Chaser (When weakness applied, 8 during 214D)

Super armored. Applies lower weakness.

Unblockable if weakness has been applied. Launches them up like P4U's Bokosuka C. 8 for followup.

Distortion Drives -

○ Black Hawk Stinger (236236D)

Long distance rush followed by a punch.

○ Scud Banishment (214214D)

Short range jab. Applies all weaknesses. Damage is somewhat low, around 1100 raw.

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Another great Azrael post, now we have everything about the new characters. Some info may've been mentioned in the other posts.

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344171130/132

His forward dash can be jump-canceled, though his back dash cannot.

5A – a hook, can’t be mashed

5B – swipes with the hand, jump-cancelable

5BB – a headbutt, knocks aerial targets to the ground

5C – a yakuza kick, has long reach

2A – a crouching punch

2B – a strike at their feet with both hands

2C – Azrael raises a slab of stone from the ground, can be followed up by 5B

3C – A Kanji-like dropkick, hits low

jA – no info, guess it’s the usual stuff?

jB – a roundhouse punch

jC – an upward kick

j2C – Azrael stops for a moment, then falls down with a kick

6A – a shoulder tackle (has upper body invincibility?)

6B – an uppercut, launches the enemy, can’t be jump-canceled

6C – a kick after a short jump. Overhead, fatal counter.

5D – a strike after a short jump. Overhead, applies red mark.

2D – a crouching kick at their feet. Hits low, applies yellow mark.

3D – Azrael stomps the enemy’s feet. Hits low, applies yellow mark.

6D – Azrael stomps the ground. An overhead, applied mark not specified (probably red?)

jD – an aerial slam, applies red mark (not an overhead?)

2D – a roundhouse swipe diagonally downwards, applies yellow mark

B+C: an uppercut, blows the enemy about one step forward. Can be followed up with an aerial combo, doesn’t wall-bounce in the corner.

4B+C: Azrael knocks the enemy down behind himself. Can be cancelled.

jB+C: no info

Gustaf Buster (236A): a Mappa-like rushing punch

Tiger Magnum (236C): a backfist blow with short reach

-Cobra Spike (46C after 236C): an upward kick

--Leopard Launcher (6C after 46C): a fiery straight punch, screen-bounces

Growler Field (214B, can be charge): The Raoh aura, knocks down if the enemy is hit with it, can be used as a reversal

Phalanx Cannon (236B after 214B): a projectile that can be shot if you block a projectile with Growler Field. Considerably fast.

Sentinel Dump (623C or 22C on downed enemy): Azrael jumps and slams the ground. The 22C version can be canceled.

Valiant Crush (236D, can be charged): a kick that blows the enemy away, has some super-armor during the active frames, wall-bounces if the enemy has the red mark

-Valiant Charger (6 after hitting red mark with 236D): Charges at the enemy; can be canceled by pressing 6 again after a while.

Hornet Bunker (214D, can be charged): Azrael makes a table-flipping motion, launching the enemy.

-Hornet Chaser (8 after hitting yellow mark with 214D): a homing jump, like after Dust attacks in GG

Black Hawk Stinger (236236D): a charging attack, covers lots of space, has quick start-up

Scud Banishment (214214D): a piercing punch, applies both red and yellow marks, staggers on hit

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Lots of Arakune info, all from the jbbs:

ロケテ行ってきましたー。

パーミュテーション.n.rについて

22+AorBorC 空中可 HIT時烙印30%回収

発動してしばらくたつと蜘蛛が上から降りてくる。

蜘蛛が降りてくる位置は押すボタンによって違う。

   A B C

  |    | |

端 | | | 端

  | | |

  蜘蛛   蜘蛛 蜘蛛   大体こんな感じ

Something about Arakune's new special's (a+-b [the spider]) differences between A, B and C buttons.

続き

烙印時の仕様について

・EXより烙印の減りは少し遅くなったが蟲を召還するとゲージをさらに消費

ー蟲の烙印ゲージ消費量ー(ほぼ見た目なので正確な値ではない)

A蟲1割 B蟲1.5割 C蟲2割 D蟲3割

ーオーバードライブー(烙印時のみ効果あり)

オーバードライブを発動すると、発動したときの烙印ゲージを維持し続ける。

発動中は蟲を出しても烙印ゲージが止まったままになる。

オーバードライブの維持時間は発動した時のアラクネの体力によって変わる。

体力100%→約12秒 体力50%→約14秒 体力1%以下→約16秒

ーaプラスマイナスbについてー

41236+A 空中可 烙印時のみ発動可能

発動するとゼロベクトルとは違う色の霧を吐く。

相手が吸うと約30%分烙印ゲージが止まったままになる。

オーバードライブと同じで蟲を出しても止まったまま。

長文失礼

Huge block of text regarding Arakune's Overdrive. Seems like at 100% HP it lasts 12 seconds, 50%HP→14s, <1HP?→16s. Can only be used if curse is active. Not sure if it says something about bugs being slower or not. Something about a+-b? Can only get 30% recurse?

パミュ追記

コマンドを入力して1秒後に出現する

硬直はJDと同じっぽい

コマンドを入力するとアラクネがJD?のような動きをする

蜘蛛の位置はabcそれぞれ固定位置なのでアラクネがそのモーションしてきたら

蜘蛛のあたらない位置に行くくらいしか相手はできないだろう

少なくとも蜘蛛を見てから避けるのは無理なスピードで降りてくる

ちなみにパミュ打った時のアラクネのモーションはabc全て同じなので

相手はどの位置に蜘蛛が降りてくるのか分からない

No idea what the hell any of this means, something about Permutation and a+-b I guess?

続き

ーその他体験談、火力や各技についてー

・JBの変更点は今の所無し

・車輪火力ダウン

・6C三段の生当て2119ダメ

・BPQのモーションがJDに

・5D→3C→Bパミュで起き攻め。3C後迷彩もできる

・投げからJB・JA・6Dが繋がるように。6Cや5Dは無理だった

・2Cが多段HIT最大5段

・画面端2C・5D空中HITで壁張り付き(張り付き時間はGGと同じ)

・2D全段HITで烙印30%回収

・3Cの足下サーチ機能追加

・端でヒラヌルが画面外に行かず2C5HIT目→6Dが繋がるように

・端烙印100%コンボ 端2C→6D→5A(jc)→ヒラヌルヒット→JD→着地6D

またまた長文失礼

Lots of changes, of interest is: Wheel damage nerfed, 6C rekka nerfed? jB unchanged, 2C hits 5 times now, not always? Can do jA/jB/6D after throw? 3C always hits (no going past the opponent anymore) like it's unlimited variant? 2C and 5D wall stick when air hit, 100% curse combos confirmed?

追記 烙印中のコンボについてだがコンボ中にa±b入れないとすぐ烙印が終わってしまう。 硬直は霧と同じだから今までゲージ回収のために吐いてたコンボ中のゼロベクトルを a±bに変えれば従来どうりコンボができるかもしれない。 つまりゲージ消費の高いCD蟲を入れるコンボパーツはa±bの発動中にすべき。 車輪→C蟲→D蟲のパーツでD蟲召還するの遅らせればa±bを打てる まぁ、それをする前に相手捕まえんのにC蟲D蟲使いにくくなった時点で・・。 後はクラッシュトリガー次第
Strategies?
ー2Cについてー 相手がEXみたく右上に浮くのは5段目のみ1~4段目はただの多段HIT。 おそらく2・3・4段目が当たらなくても5段目がHITすれば相手は浮く。 長々と書いてすみませんでした。見間違い等あるかもしれないです 本当にこれがアラクネの正しい性能なのか確証は無い
Title of the post says it all, "About 2C".

If someone would translate this the Arakune forums would rejoice :)

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I don't know Arakune "lingo" so pardon me if some terms are confusing.

Also too lazy to consolidate formatting, so I'm sorry but you might have to do some work to get everything readable and looking nice >_<

My apologies.

Lots of Arakune info, all from the jbbs:

ロケテ行ってきましたー。

パーミュテーション.n.rについて

22+AorBorC 空中可 HIT時烙印30%回収

発動してしばらくたつと蜘蛛が上から降りてくる。

蜘蛛が降りてくる位置は押すボタンによって違う。

   A B C

  |    | |

端 | | | 端

  | | |

  蜘蛛   蜘蛛 蜘蛛   大体こんな感じ

Something about Arakune's new special's (a+-b [the spider]) differences between A, B and C buttons.

Explanation of permutation.n.r

22+AorBorC Usable in air 30% Curse on hit

On activation, a spider drops down from the top after some delay.

The location the spider drops from is determined by the button pressed.

    A B C

   |    | |

wall | | | wall

   | | |

  Spider  S S   Something like this

(The formatting for his diagram got mauled, but I think this is what he meant)

続き

烙印時の仕様について

・EXより烙印の減りは少し遅くなったが蟲を召還するとゲージをさらに消費

ー蟲の烙印ゲージ消費量ー(ほぼ見た目なので正確な値ではない)

A蟲1割 B蟲1.5割 C蟲2割 D蟲3割

ーオーバードライブー(烙印時のみ効果あり)

オーバードライブを発動すると、発動したときの烙印ゲージを維持し続ける。

発動中は蟲を出しても烙印ゲージが止まったままになる。

オーバードライブの維持時間は発動した時のアラクネの体力によって変わる。

体力100%→約12秒 体力50%→約14秒 体力1%以下→約16秒

ーaプラスマイナスbについてー

41236+A 空中可 烙印時のみ発動可能

発動するとゼロベクトルとは違う色の霧を吐く。

相手が吸うと約30%分烙印ゲージが止まったままになる。

オーバードライブと同じで蟲を出しても止まったまま。

長文失礼

Huge block of text regarding Arakune's Overdrive. Seems like at 100% HP it lasts 12 seconds, 50%HP→14s, <1HP?→16s. Can only be used if curse is active. Not sure if it says something about bugs being slower or not. Something about a+-b? Can only get 30% recurse?

On Curse Mode:

・Gauge depletion has been slightly slowed compared to EX, but bug summons use up curse meter.

- Gauge depletion by bug is roughly (this is by eye, so these probably aren't actual values)

A Bug: 10% B Bug: 15% C Bug: 20% D Bug 30%

Overdrive (Only has effect during curse):

- Activating Overdrive freezes the curse gauge.

- While in Overdrive, summoning bugs does not deplete curse meter.

- Overdrive duration changes depending on Arakune's health at activation.

- 100% health > roughly 12 seconds, 50% health > roughly 14 seconds, <1% health > roughly 16 seconds

A plus minus B:

41236+A, Usable in air, Only usable during curse

- Using causes Arakune to spit out a different colored mist than Zero Vector.

- If the opponent inhales it, the curse gauge will freeze for roughly 30% duration.

- Like the Overdrive, using bugs will not cause the gauge to deplete in this state.

パミュ追記

コマンドを入力して1秒後に出現する

硬直はJDと同じっぽい

コマンドを入力するとアラクネがJD?のような動きをする

蜘蛛の位置はabcそれぞれ固定位置なのでアラクネがそのモーションしてきたら

蜘蛛のあたらない位置に行くくらいしか相手はできないだろう

少なくとも蜘蛛を見てから避けるのは無理なスピードで降りてくる

ちなみにパミュ打った時のアラクネのモーションはabc全て同じなので

相手はどの位置に蜘蛛が降りてくるのか分からない

No idea what the hell any of this means, something about Permutation and a+-b I guess?

Extra notes on permu:

Spider appears about 1 second after the command input.

Hitstun is about the same as JD

Command input makes Arakune move somewhat similarly to JD?

Spider locations are fixed and controlled with abc, so probably all the opponent can do about it is move to a spot where it doesn't hit.

Spider decends fast enough that it's probably impossible to dodge on visual confirmation.

Arakune's animation for the move is the same for all versions, so the opponent can't tell which location the spider will drop at.

続き

ーその他体験談、火力や各技についてー

・JBの変更点は今の所無し

・車輪火力ダウン

・6C三段の生当て2119ダメ

・BPQのモーションがJDに

・5D→3C→Bパミュで起き攻め。3C後迷彩もできる

・投げからJB・JA・6Dが繋がるように。6Cや5Dは無理だった

・2Cが多段HIT最大5段

・画面端2C・5D空中HITで壁張り付き(張り付き時間はGGと同じ)

・2D全段HITで烙印30%回収

・3Cの足下サーチ機能追加

・端でヒラヌルが画面外に行かず2C5HIT目→6Dが繋がるように

・端烙印100%コンボ 端2C→6D→5A(jc)→ヒラヌルヒット→JD→着地6D

またまた長文失礼

Lots of changes, of interest is: Wheel damage nerfed, 6C rekka nerfed? jB unchanged, 2C hits 5 times now, not always? Can do jA/jB/6D after throw? 3C always hits (no going past the opponent anymore) like it's unlimited variant? 2C and 5D wall stick when air hit, 100% curse combos confirmed?

Other Observations on Moves and Damage:

・No particular changes to JB so far

・Damage decrease for spinning wheel

・All 3 hits of 6C hits for about 2119 raw

・BPQ motion is now JD

・5D→3C→Bpermu for okizeme. Can also do equal 0 after 3C.

・JB・JA・6D connects after throw. 6C/5D didn't work

・2C does multiple hits, 5 max

・Corner 2C・5D airhit causes wall slide(Wall slide time is same as GG)

・2D full hit gives about 30% curse

・3C ground homing added

・6D in corner no longer goes offscreen and 2C 5th hit→6D now connects

・Corner 100% curse combo: Corner 2C→6D→5A(jc)→6D→JD→land 6D

追記 烙印中のコンボについてだがコンボ中にa±b入れないとすぐ烙印が終わってしまう。 硬直は霧と同じだから今までゲージ回収のために吐いてたコンボ中のゼロベクトルを a±bに変えれば従来どうりコンボができるかもしれない。 つまりゲージ消費の高いCD蟲を入れるコンボパーツはa±bの発動中にすべき。 車輪→C蟲→D蟲のパーツでD蟲召還するの遅らせればa±bを打てる まぁ、それをする前に相手捕まえんのにC蟲D蟲使いにくくなった時点で・・。 後はクラッシュトリガー次第

Strategies?

Extra:

For combos during curse, if a±b is not used mid combo curse mode ends immediately. Hitstun is about the same as mist, so if you just replace the Zero Vectors used mid-combo for curse gain with a±b you might be able to combo like before. In other words, CD bug combo parts which use a lot of gauge should be used while a±b is active. In Wheel→C Bug→D Bug combo parts, if you delay D Bug summoning you can hit with a±b. Well, even before that, there's the problem of not being able to use C/D bugs as freely to catch your opponent... The rest might depend on the Crush Trigger.

ー2Cについてー 相手がEXみたく右上に浮くのは5段目のみ1~4段目はただの多段HIT。 おそらく2・3・4段目が当たらなくても5段目がHITすれば相手は浮く。 長々と書いてすみませんでした。見間違い等あるかもしれないです 本当にこれがアラクネの正しい性能なのか確証は無い

Title of the post says it all, "About 2C".

If someone would translate this the Arakune forums would rejoice :)

Regarding 2C:

Only the 5th hit floats the opponent to the top right like in EX. Hits 1-4 are just multi-hits. Even if hits 2・3・4 whiff, the opponent will probably float as long as the 5th hit connects. (He notes that this is all observations, so some things may be wrong and there's no proof that this is how Arakune actually works).

Feel free to ask if my translation anywhere sucked and you can't tell what I meant (although there's always the possibility that the original was unclear as well, and I can't help you).

Edited by hakimiru

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jin changes from mixi, translated thanks to xlolxlolx

stuff from mixi jin community i think

5A:変わらず。発生も6Fのままっぽい。投げキャン可(ヒット・ガード問わず) no change. startup looks like its still 6 frames. throw cancellable(hit or blocked)

5B:変わらず。5B>2B確認。2段目投げキャン可(ヒット・ガード問わず) no charge. 5b>2b confirmed. 2nd hit throw cancellable(hit or blocked)

5C:変わらず。5C>2C確認(立ち食らいに連続ヒット) no change. 5c>2c confirmed(standing hit comboed)

5D:変わらず。dc可。5C>5D連続ヒット。ゲージ使用技でキャンセル可。 no change. dash cancellable. 5c>5d combos. special cancellable.(guess the other dude was on crack saying 5c>5d didnt combo)

2A:変わらず。対空性能は未確認。投げキャン可(ヒット・ガード問わず) no change. anti air usability unconfirmed. throw cancellable(hit or blocked)

2B:jc復活(ヒット・ガード問わず)。使用感は変わらず。2B>5B確認。jump cancellable(hit or blocked). usage unchanged. 2b>5b confirmed.

2C:変わらず。jcはヒット時のみ。2C>5C不可。2C>6B確認。頭無敵は未確認。fcも未確認。no change. jump cancellable only on hit. 2c>5c not possible. 2c>6b confirmed. head invincibility unconfirmed. fatal unconfirmed.

2D:使用感はあまり変わらず。体感、発生良化?硬直も良化?判定変わらず?不明点多数。 usage didnt really change. looks like it has faster startup? less recovery? hitbox unchanged? alot is unknown

6A:発生変わらず。必キャン、ゲージ使用ともに不可のまま。硬直鈍化?叩きつけ未確認。投げキャン可(ヒット時のみ)startup unchanged. still cannot be special cancelled. more recovery? knockdown unconfirmed. throw cancellable(hit only)

6B:変わらず。必キャン、着キャンとも未確認。 no change. special, landing cancel unconfirmed.

6C:dc削除。吹っ飛び変更(CS2に近い)。5C>6Cは立ち食らい時非連続で変わらず。dash cancel removed. launch changed(close to cs2). 5c>6c no change doesnt combo on standing hit.

画面端なら、ノーキャンで5B(2)がちょうど良い高さで拾える。6C>6D確認。 if near corner, you can pick up with 5b(2) at a good height. 6c>6d confirmed.

6D:振ってないのでわからないが、他人のを見た感じ変わってなさそう。 didnt use it so dunno, looks the same from watching other ppl.

3C:変わらず。低姿勢かは未確認。 no change. low profile unconfirmed.

JA:変わらず。連キャン可。投げキャン未確認。 no change. cancellable into itself. throw cancel unconfirmed.

JB:CSeよりやや使いやすかった感あり。攻撃Lvは変わってなさそう。 felt easier to use than in extend. attack lvl doesnt look like it changed.

JC:使い勝手変わらず。攻撃LvはCSeと同じっぽい。着地硬直あり。地上ch時に2D繋がるか未確認。 no change can still be used as you want. attack lvl looks same as in extend. landing recovery exists. counter hit on grounded comboing into 2d unconfirmed.

J2C:変わらず。判定の怪しさも変わってなさそうに思えた。no change. hitbox's weirdness doesnt look like it has changed.

JD:変わらず。着地硬直あり。低ダコンのタイミングに違和感がなかったことから、変化無し。no change. landing recovery exists. air dash combo timing didnt feel awkward, no change.

N投げ:dm1300。必キャン可。凍結時間はCSeと同じくらい。投げ>(霧槍スカ)>ダッシュ5B確認。 special cancellable, freeze time about same as in extend. throw>b ice car whiff>dash 5b confirmed.

4投げ:dm1300。あまり振っていないが、変わっていないと思われる。didnt really use it, dont think it changed.

空投げ:未確認。 unconfirmed

氷翔剣(236A):現行のA氷翔剣。the current a ice sword.

空氷翔剣(空236A):現行の空C氷翔剣。着地硬直あり。空中行動回数を残していれば、技後に空中ダッシュ可。the current c air ice sword. landing recovery exists. can air dash after move if you still have air option left.

氷翔撃(236D):振った回数が少ないが、現行と比べて驚くほどの変化を感じず。didnt really use it much, but didnt feel suprisingly different from current one.

空氷翔撃(空236D):1本のみ、太い氷を撃つ。3ヒット。軌道は現行の空A氷翔剣。1 sword only, shoots a thick piece of ice. 3 hits. shots in the current a air ice sword angle.

霧槍(214B):地上版のみ。A版、C版は削除。1段目は下段判定かつ壁バウンド。ground ver onl. a and c ver removed. first hit is a low and wallbounds.

 2段目は叩きつけ。接地受身可。2段目を溜めることができ、押しっぱなしだと2段目が出ない。2nd hit knocks down. techable once they hit ground. 2nd hit can be charged, 2nd hit wont come out if you continue to hold the button.

 そのため、壁コン時には押しっぱとして1段のみ当てて壁バウンドを起こす。cuz of dis, hold the button so you get the wallbound of 1st hit whend doing corner combos.

 1段のみ出した時の硬直Fは、体感現行A霧槍の2倍ほど。recovery on 1st hit only feels like double of the current one.

 1段目>2段目は現行C霧槍と同じ受身不能時間の可能性が高い。1st hit>2nd hit is very high chance that has the same untech time as current c ice car

突晶撃(214D):地上版のみ。2段目壁貼りつきに。不明点多数。ground ver only. 2nd hit wall sticks. alot is unknown.

吹雪(623B):A版削除。現行A吹雪とB吹雪の中間のような性能。吹雪>6Cは非連続。吹雪>5Cも非連続。a ver removed. properties are somewhere between current a and b fubuki. fubuki>6c doesnt combo. fubuki>5c doesnt combo either.

裂氷(623C):硬直鈍化?(ch時の拾いに違和感)裂氷コンは未確認だが、受身不能時間は変わってなさそう。more recovery?(felt awkward when picking up off counter hit) rehhyou combo unconfirmed, but untech time doesnt look like it changed

氷連双(623D):中央でしか振ってないが、変わらず。端ヒット時は未確認。only use it midscreen but no change. corner hit unconfirmed.

雪華塵(22C):コマンド変更。現行と大きく違い、素早く4ヒットさせて終了。相手はよろけ状態になる。command changed. big difference from current one, over in 4 fast hits. opponent gets staggered.

 相手がよろけ状態を最速で復帰した場合、こちらが不利になると思われる。if they recover from stagger as quick as possible, it is believed that you have the frame advantage.

 また打撃投げ扱いなのか、相手が近くにいないとスカモーションが出る。if you try throw it out again and you arent close to them, then you do a whiff animation.

 スカモーション自体の全体Fは、体感マコトのパリングぐらい。the whiff animation looks like its about the same amount of frames as makoto's parry.

→追加(雪華塵中にD):雪華塵後相手を斬り抜けて凍結させ、一定時間後真上に吹き飛ばす。followup: after sekka you cut thru and freeze them. they get launched straight up.

 斬り抜ける関係上位置が入れ替わる。なお画面端の相手を斬り抜けた場合も位置が入れ替わる you sideswap after you cut thru them. so near the corner youll swap spots

 吹き飛ばし後の相手は接地まで受身不能であるため追撃可能。ジンの硬直は長い。after they get launched they cant tech until they hit the ground so you can follow up with combo. long recovery on jin.

氷斬閃(空214C):新技。PVのあれ。上段。行動後やや斜め後ろに跳びあがる。着地まで行動不能。new move. the one in the pv. mid hit. after the attack you move up diagonally a bit. cannot move until you land on ground.

 着地硬直あり。相手は強制ダウン(緊急復帰を取れないダウン)。CH時の性能未確認。landing reocvery exists. hard knockdown on opponent(down that cannot be emergency teched). counter hit properties unconfirmed.

 JA>氷斬閃は非連続。JB>氷斬閃は連続ヒットのため、現行空A霧槍と発生は同じっぽい。不明点多数。j.a>kj doesnt combo. j.b>kj combos, startup looks about the same as current a ice car. alot is unknown

氷斬撃(空214D):氷斬閃の強化版。ガード段不明。ヒット後、相手はスライドダウンする。hizansen's powered up ver. block type unknown. opponent slides down after hit.

 着地硬直あり。着地後はやや距離が離れる。6Cで拾おうとしたが非連続。landing recovery exsts. youre at a bit of a distance away after landing. tried to pick up with 6c but didnt combo.

 ただし補正はかなり良好であると感じた。不明点多数。but it fels like it has prett good proration. alot is unkown.

▼DD

凍牙(632146C):ガードされたからか、あまり変わっていないように感じた。不明点多数。 dunno if it was cuz it got blocked, but doesnt feel like much has changed. alot is unknown.

氷翼(632146D):生氷翼のdm2958。硬直はCSeと変わらず。CH時受身可能に。最低保障不明。raw hiyoku dmg is 2958. recovery is same as in extend. techable on counter hit. min dmg unknown.

空氷翼(空632146D):現行空B氷翔撃の軌道で氷の矢を撃つ。ヒット後は相手叩きつけ。dmは地上版と変わらず。ice arrow shot in same sangle as current b air ice sword. knockdown after hit. same dmg as ground ver.

雪風(236236D):下段も取れるままか未確認。全体Fが良化?2段目までのdmは3060なので変わらず。low catch unconfirmed. entire move's frames improved? both hits together did 3060 so no change.

 1段目fc対応。凍結時間は変わってないように感じた。fatal counter on 1st hit. freeze time didnt feel like it changed.

▼OD(オーバードライブ)

不明点多数だが、凍結回数制限がかなり緩くなっている模様。alot is unknown, but freeze count limit becomes very lenient in this state.

(JA>JC(凍結)>jc>JA>JC(凍結)を確認)j.a>j.c(freeze)>dj.a>j.c(freeze) confirmed

▼クラッシュトリガー crush trigger

未確認。 unconfirmed.

.......have fun sorting this out...........took way longer than i thot it wud....

回】第1回

【日付】8月9日

【場所】秋葉原HEY

※以下はすべて主観に基づいた感想です。

■性能雑感(変更した点のみ)

※略記

ct(クラッシュトリガー) crush trigger

cOD(キャンセルオーバードライブ) cancel overdrive

▼通常技

5B:jc削除。(ガード時のみ。ヒット時はjc可)1段目のみctにガトリング可。jump cancel removed(on block only, jump cancellable on hit) 1st hit gattles into ct

5C:ガード時ctにガトリング可。 gattles into ct on block

2C:fc確認。頭無敵は未確認。 fatal counter confirmed, head invincibility unconfirmed

6A:叩きつけ確認。ただし使用する状況は思いつかず。knockdown confirmed. but doesnt seem you can use it like you would think you can(3c stuff i guess)

6C:中央ノーマルヒットから6C>霧槍非連続。ヒット時のみctにガトリング可。cOD確認。 midscreen normal hit 6c>b ice car doesnt combo. only gattles into ct on hit. cOD confirmed

3C:cOD確認。 cOD confirmed

JC:空中ch時の受身不能時間増加。他人のを見た限り、地上ch時に2Dには繋がらない模様。counter hit in air untech time increased. only looked at someone else do it, counter hit on ground doesnt combo into 2d.

JD:cOD確認。 cOD confirmed

空投げ:他人のを見た感じ、必キャン可。dmは1400?only looked at someone else do it, special cancellable. 1.4k dmg?

▼必殺技 ※OD版は先頭に【OD】と付けています OD ver has [OD] header on it

【OD】氷翔剣(236A):凍結確認。 freeze confirmed

氷翔撃(236D):溜め無版と溜め有版で大きく性能が違う。no charge and charged ver have huge property differences

 溜め無。現行の地B氷翔剣の速度で飛ぶ。硬直は現行地B氷翔剣以上? no charge. flys at same speed as current b ice sword. more recovery than current b ice sword?

 溜め有。現行の地C氷翔剣の速度で飛ぶ。硬直は現行地C氷翔剣ぐらい? charged. flys at same speed as current c ice sword. same recovery as current c ice sword?

空氷翔撃(空236D):技後空中行動可。着地硬直極小。 air movement possible after the move. very little landing recovery.

霧槍(214B):1段目同技。中央3C>1段目止めで確定ダウン取れるか未確認(相手側が受身を取っていない可能性あり) 1st hit has same move proration. midscreen 3c>stop at 1st hit if it nets knockdown unconfirmed(possible that they just didnt tech)

突晶撃(214D):補正良化?5C>5D>突晶撃>5C>6C>裂氷でdm3400ほど減った。 improved proration? 5c>5d>ex ice car>5c>6c>rehhyou = about 3.4k dmg

吹雪(623B):空中ch時接地まで受身不能の模様。 counter hit in air untechable until they hit ground

【OD】吹雪(623B):凍結確認。ただしアンリミ版B吹雪と違い、落下中に解氷する。 freeze confirmed. but unlike ex jin's b fubuki, they unfreeze while falling.

裂氷(623C):同技確認。上方向の判定が薄くなっており、裂氷コンは困難そう。 same move proration confirmed. upper part of the hitbox has gotten smaller, rehhyou combo looks difficult

氷連双(623D):1段目同技確認。 1st hit same move proration confirmed.

雪華塵(22C):ロック技。空中の相手もロックし、地上食らいにする。ただし空中ヒット時にロックするかは相手の高さに依存。ジンの頭より上ではカス当たりする模様。 lock move. locks them even on air hit. they eat the move on ground. but on air hit it will only lock them depending on height. it whiffs above jin's head

 発生は7F以下(≦)と思われる。霧槍壁バン>雪華〆(地上食らい)確認。startup is thought to be 7 frames or less. b ice car wallbound>sekka route(they eat it on ground) confirmed.

 よろけ状態からの最速復帰後は、こちらが有利っぽい。現行まだお〆と似た状況。fastest recovery from stagger state looks like we're at the frame advantage. similar situation as current madao route

 スカモーション時被ch。隙消しとしては機能しないぐらいの全体F。 counter hit state in whiff motion. (this part is kinda odd to translate, same as be4 pretty much)

氷斬閃(空214C):ch時、特に性能変更なし。高空氷斬閃〆後は、中央なら距離が離れるため問題なし。 on counter hit, no special property change. after high up hizansen route, if midscreen you backaway quite a distance so no problem

【OD】氷斬閃(空214C):凍結確認。着地後にダッシュ5Bで追撃可能なぐらいの凍結時間。同技確認。 freeze confirmed. freeze time last long enough to follow up with dash 5b after landing. same move proration confirmed.

氷斬撃(空214D):2段技。1段目は横に判定があり、凍結する。2段目は中段判定。 2 hit move. 1st hit's hitbox hits horizontally, freezes. 2nd hit hits high.

 着地後6Cで拾う場合には、2段当てる必要あり。2nd hit must land to pick up with 6c after landing

▼DD

凍牙(632146C):生凍牙(5)のdmは2524。 raw touga(5) = 2524 dmg

空氷翼(空632146D):ヒット後は追撃不可 followup after hit not possible

▼OD(オーバードライブ)

cOD時、画面に「cancel Over Drive」と表示。cODは対応技が決まっている?不明点多数。 cancel Over Drive shows up on the screen on moves that can cancel into it. alot is unknown.

▼ct(クラッシュトリガー)

NAB入力時でしか出ない。新モーション。発生は25F↑に感じた。 wont come out unless you input neutral AB. new motion. startup feels like 25+ frames.

相手バリアガード時、バリアゲージを1/3ほど減らす。ノーマルガード時は現行のガードクラッシュ誘発。 when the opponent barrier blocks it, barrier gauge drops by at least 1/3. on normal block the current guard crush happens.

ノーマルヒット時はダッシュ5Bで追撃可能。コンボ中継に使えないこともない。on normal hit you can follow up with dash 5b. doesnt look unusable in combos.

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So after about a 2 hour wait I got to play a match of Blazblue: Chrono Phantasma. I took notes while watching prior matches and playing the game itself.

Platinum:

Counter activates on mid and low attacks. On successful counter Platinum flies into the air and floats on her Swallow Moon bubble.

Swallow Moon can only be activated once in the air.

Dream Sally bubbles travel faster than in EX.

Amane:

Has a special drill level meter that increases on successful hits of his drill moves (which I assume are his D moves), and it decreases slowly over time. The meter increases if the moves are blocked as well.

Overdrive fills his drill meter rapidly. Thought I saw it give his normal moves level-increasing properties, but I'm most likely mistaken. Want some confirmation on this.

His run animation is... fabulous. He sparkles when he dashes and jumps as well.

Bullet:

Her heat level is indicated by an aura surrounding her, with different colors corresponding to each level somewhat like Akihiko's cyclone meter. I think it went something like orange -> red -> red+red overlay

Lock-on creates a circle around her, and opponents inside the circle are "locked on" with a special crosshair.

As her heat level increases the circle seemed to deploy faster and have a larger radius around Bullet.

The lock-on circle grew larger over time, so I'm assuming its radius can be increased by holding down the button for it.

Her heat level increases through either a certain move or landing a certain combo. Can't say for sure since I didn't get a chance to play as her.

If anything sounds weird or contradicts what was said on the jbbs, feel free to let me know. Also, tell me if the wording's a bit weird so I can clear things up to the best of my ability.

The location test thread already has a lot of extensive information on it. Hope this is still useful for anyone though.

123

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I was about to crosspost my location test notes but it looks like someone has beaten me to the punch. Thanks Circuitous!

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コンボ2ループで終わる弱さ・・・

上手く霧を組み込まないと厳しいみたい。

f○gでダウンさせて蟲出して固めて崩してちょっとコンボしただけでもう終わる。

バーストじゃなくて強化が一番いいかもな。

Arakune only able to do 2 repetitions in his curse combos? Something regarding FoG as a better ending for curse combos? Can someone translate properly, please?

Edited by Mumm-Ra

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仮に付けやすくなったとしても烙印時の延長霧は運だし。

C蟲とD蟲でゲージ2割と3割減るわけで、固めて崩しても6C三段とダイブやって3500くらいしか減らないんだぜよ。

例えば鳥鳥車輪で運んで端で補正切りしてたのが、運ぼうとしたらA蟲が出るので終わっちゃうんだよね。

ガーキャンは6Bふっ飛ばしになったし、そこからは何も繋がらなかったわけで。

JD、空投げ、金バースト、リバサビーム、ガーキャンビーム、2A、6A、これらからの一発烙印がなくなってるからな。

立ち回りで付けやすくなったという意味がわからない。

ネガるわけじゃないけど、アンケート出しておかないとえらいことになるぞ。

後、5D>3C>Bパーミとかキャンセル出来るだけでパーミ繋がらない。

パーミの蜘蛛判定が思ったより小さい。

3Cが足元サーチになり、5Dから繋がるようになってる。

ただし3Cのjcは削除された。

2cって最終段を当てる前に6d入れても顔ヒット>ヒラヌルヒットってならないのかな

あと>>629が言うにはa±bがランダムみたいだからそこら辺をなんとかしてほしいね

地上と空中で分けるならスローになる霧もしっかり調整しないと使われなくなるだろうからな・・・

個人的にコンボに組み込めてランダム性を作るなら時間が経つごとに色が変わって性能も変わるって技だと楽しそうなんだけどな

今後の烙印の付けやすさや性能とa±bの性能による動きの変化には期待したいから楽しみだ

2C>6Dはタイミング難しいが、5ヒット目で浮く時に6Dで繋がったよ。

今の所一発烙印が出来るのは画面端で2Cを当てた時くらいだね。

a±bは相手の動きが遅くなるor烙印ゲージ少し回復(D蟲一回分くらい)

自分も烙印コンボ3000しか減らなくて驚きましたがOD使えばなんとか4000くらいにはなりました。

今作のアラクネはこのままですと最弱になりそうですね。

有名プレイヤーもロケテとは言えかなり苦戦していましたし。

とりまアンケート出しますか・・・

Requesting translation.

Arakune's 3C cannot be jump canceled anymore, it seems.

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Its been confirmed that carls overdrive does absolutely nothing noticeably to nirvana, it does not increase her damage output nor does it increase her speed, and her meter also stays the same. However it was confrimed that she can link roughly 12 8D's in one combo prior to CP carl could only link 6 without smp taking a large toll, so it can be assumed that his OD removes SMP/same move cost from nirvana all together. But this is still under speculation. A list of all of carls changes have also been compiled here http://www.dustloop.com/forums/showthread.php?14787-Carl-clover-BBCP-loketest-changes-and-discussions-thread

We cant confirm what carls OD does just yet, but we know what it doesnt do & thats buff adas speed/strength

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JB>J4B削除されてた

アストラルの演出と性能が変わってた

ダイブを当てるとJDを当てた時みたいに跳ねる

烙印にする前にODして烙印になっても烙印は減る

OD中インバースは変更なしかもしれない最低保証分かりません

B虫がヒット時9方向に飛ぶように

新技の霧は相手の移動を遅くするだけでした

地上BPQが相手方向にノーマルジャンプして降り際に消えてBPQをした位置で本体が出てきます

画面端の一発はレシピがよく分からないので試せませんでした

こんな感じかな?

あとまた分かったら書き込みします

More arakune changes, requesting translation.

j.B>j4B removed, j.B not jump cancelable anymore?

EDIT:

JBはジャンプキャンセルできなかった…5Dも5Bもジャンプキャンセルできなかった…

ダイキャンはダイブ当てると相手が跳ね上がるせいで5Dが当たらなかった…

とにかくひとつ言える事は、aプラスマイナスbが扇風機みたいで予想以上にキモかった事ぐらいかなww

5B not jump cancelable? 5D still not jump cancelable, it seems, dive combos don't work?

EDIT2:

OD仕様:OD自体はコンボ中にODキャンセルできる。これでコンボキャンセルして一発烙印可能。アラクネのODクリムゾンは烙印発動中は烙印ゲージが0でも虫を出し続ける。烙印が発動してない時は飾り。ただし発動中は烙印ゲージ回収技が全て烙印100%回収

転載だけど

これがマジなら触る事さえできれば一発烙印だが

A>2A>2C>ODc>A>6B>JD(一発烙印)とか出来るみたい

Seems like you can use OverDrive outside of curse, and any D move gives you 100% curse meter during OD, wasn't OD considered a special move? is 2C special cancelable now? possible to cancel OD during a combo? No idea if it means canceling into OD or getting outside of OD. If you can get out of OD this might be pretty dumb...

Uh am I the only one that cares about this thread anymore?

Edited by Mumm-Ra

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New Azrael info:

- The AH command is 632146C, and it’s actually a counter. If the enemy hits you, the background changes, as Azrael blows the enemy very high upwards. The camera then shows Azrael’s face from above, as he performs an uppercut and sends a gigantic pillar of fire after the enemy. Finally, Azrael poses with his back towards the camera, Raging Demon-style.

- To give you a rough idea about invincibility of his backstep and forward step, they can dodge Hakumen’s 5C from up close.

- The weak points disappear if you hit them with 236D or 214D, but it doesn’t seem that the attacks gain any new properties (other than the chase option).

- It can be a misunderstanding, but it seems like the enemy with both marks on can’t block?

Amane’s AH command is 222D. The only other info about it is that it transforms Hakumen into Bakumen.

Also, Amane’s drill chip damage is huge. Like, enormous.

Bullet’s AH command is 4123641236D, but people are more interested in Relius performing an AH on her than in sharing info about her own.

EDIT: Tager stuff!

Various links:

B Driver > Gadget – Y

Collider > 5B – N

Collider > 2D – Y

Collider > 6C – N

B Driver > 5B > 4D - Y

A Driver > Gadget – Y

B Driver > 3C - N

Overdrive lasts for about 4 seconds at full health.

5A>5B>5C>6A>3C>Collider whiff>5B>JB>JC>JD>Punishment deals about 2700 damage.

In the corner, 5A>5B>3C>Sledge>Hammer>5B>4D>5B>JB>JC>Punishment deals about 3000.

With the back to the corner, 2B>2C>Collider>2D>5B>Sledge>Hammer>5B>4D>3C>Gadget deals 3100.

People say that Tager doesn’t need his old Collider if his combo rate has become higher.

Buffering 720 during OD is possible, but only if the enemy is mashing stuff (?).

The electricity gauge seems to build up at about the same rate.

5D seems to have bigger hit stun, even on normal hit.

720 changes in OD, though the exact change is not confirmed. Probably pulls them in better. Couldn’t try MTW in OD.

Spark Bolt applies magnetism even when Azu-nyan blocks it with his Raoh aura.

Edited by SoWL

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